create-simulated-aeronautics-mod
Expertise in the Create Simulated Project — a NeoForge Minecraft mod suite adding physics-based contraptions including planes, airships, cars, and land vehicles built on the Create mod framework.
Best use case
create-simulated-aeronautics-mod is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Expertise in the Create Simulated Project — a NeoForge Minecraft mod suite adding physics-based contraptions including planes, airships, cars, and land vehicles built on the Create mod framework.
Teams using create-simulated-aeronautics-mod should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/create-simulated-aeronautics-mod/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How create-simulated-aeronautics-mod Compares
| Feature / Agent | create-simulated-aeronautics-mod | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Expertise in the Create Simulated Project — a NeoForge Minecraft mod suite adding physics-based contraptions including planes, airships, cars, and land vehicles built on the Create mod framework.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Create Simulated Project (Aeronautics)
> Skill by [ara.so](https://ara.so) — Daily 2026 Skills collection.
## What Is This Project?
The Simulated Project is a suite of NeoForge Minecraft mods that extend the [Create](https://github.com/Creators-of-Create/Create) mod with real-time physics-based contraptions. It consists of three interconnected mods:
| Mod | Purpose |
|-----|---------|
| **Create Simulated** | Core assembly system, redstone components, physics interaction API |
| **Create Aeronautics** | Flying contraptions — propellers, hot air, levitation rocks |
| **Create Offroad** | Land vehicles — wheels, suspension, terrain traversal |
Physics simulation is powered by [Sable](https://github.com/ryanhcode/sable), a custom rigid-body physics engine built for Minecraft contraptions.
---
## Installation (Player/Server)
### Modrinth (Recommended)
1. Download from [modrinth.com/project/create-aeronautics](https://modrinth.com/modrinth/project/create-aeronautics)
2. Place the JAR(s) in your `mods/` folder alongside dependencies
### Required Dependencies
- **NeoForge** (matching the mod's target Minecraft version)
- **Create** mod (matching version)
- **Sable** physics library
### Recommended Launcher
Use [Modrinth App](https://modrinth.com/app) or [Prism Launcher](https://prismlauncher.org/) for dependency resolution.
---
## Developer Setup (Building from Source)
### Clone & Build
```bash
git clone https://github.com/Creators-of-Aeronautics/Simulated-Project.git
cd Simulated-Project
./gradlew build
```
### Run in Dev Environment
```bash
# Start a development client
./gradlew runClient
# Start a development server
./gradlew runServer
# Generate IDE run configurations (IntelliJ)
./gradlew genIntellijRuns
```
### Project Structure
```
Simulated-Project/
├── simulated/ # Core mod — assembly, physics API
├── aeronautics/ # Flying contraptions submod
├── offroad/ # Land vehicle submod
├── common/ # Shared utilities across submods
└── build.gradle # Multi-project Gradle build
```
---
## Core Concepts
### 1. Simulated Contraptions
Unlike vanilla Create contraptions (which move block-by-block along tracks), Simulated contraptions are assembled into physics objects with:
- **Mass** derived from block composition
- **Moment of inertia** for rotation
- **Forces** applied by thrusters, propellers, wheels
### 2. Assembly
Players assemble a contraption using a designated assembly block (similar to Create's mechanical bearing). Once assembled, the structure becomes a rigid physics body managed by Sable.
### 3. Force Providers
Blocks that apply forces to assembled contraptions:
- `PropellerBlock` — directional thrust (Aeronautics)
- `HotAirBlock` — upward buoyancy (Aeronautics)
- `LevitationRockBlock` — magical lift (Aeronautics)
- `WheelBlock` — ground traction and propulsion (Offroad)
---
## Key API — Create Simulated Core
### Registering a Custom Force Provider
```java
import com.simulated.api.force.IForceProvider;
import com.simulated.api.contraption.SimulatedContraption;
import net.minecraft.core.BlockPos;
import net.minecraft.world.level.Level;
import org.joml.Vector3f;
public class MyThrusterBlock extends Block implements IForceProvider {
public MyThrusterBlock(Properties properties) {
super(properties);
}
@Override
public Vector3f getForce(SimulatedContraption contraption, BlockPos localPos, Level level) {
// Return force vector in world space (Newtons equivalent)
// Positive Y = upward lift, positive Z = forward thrust
float thrustMagnitude = 500.0f;
return new Vector3f(0, 0, thrustMagnitude);
}
@Override
public Vector3f getTorque(SimulatedContraption contraption, BlockPos localPos, Level level) {
// Torque applied around center of mass (optional)
return new Vector3f(0, 0, 0);
}
}
```
### Registering Your Block with NeoForge
```java
import net.neoforged.bus.api.IEventBus;
import net.neoforged.neoforge.registries.DeferredRegister;
import net.minecraft.core.registries.BuiltInRegistries;
import net.minecraft.world.level.block.Block;
import net.neoforged.neoforge.registries.DeferredHolder;
public class MyModBlocks {
public static final DeferredRegister<Block> BLOCKS =
DeferredRegister.create(BuiltInRegistries.BLOCK, "mymod");
public static final DeferredHolder<Block, MyThrusterBlock> MY_THRUSTER =
BLOCKS.register("my_thruster", () -> new MyThrusterBlock(
Block.Properties.of().strength(2.0f)
));
public static void register(IEventBus eventBus) {
BLOCKS.register(eventBus);
}
}
```
### Accessing a SimulatedContraption at Runtime
```java
import com.simulated.api.contraption.SimulatedContraption;
import com.simulated.api.contraption.SimulatedContraptionHandler;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.level.Level;
import net.minecraft.world.phys.Vec3;
public class ContraptionUtils {
/**
* Get the simulated contraption an entity is riding, if any.
*/
public static SimulatedContraption getRiddenContraption(Entity entity) {
return SimulatedContraptionHandler.getContraptionForEntity(entity);
}
/**
* Apply an impulse to a contraption's physics body directly.
*/
public static void applyImpulse(SimulatedContraption contraption, Vec3 impulse) {
contraption.getPhysicsBody().applyImpulse(
new org.joml.Vector3f(
(float) impulse.x,
(float) impulse.y,
(float) impulse.z
)
);
}
}
```
### Listening to Contraption Assembly Events
```java
import com.simulated.api.event.ContraptionAssembleEvent;
import com.simulated.api.event.ContraptionDisassembleEvent;
import net.neoforged.bus.api.SubscribeEvent;
import net.neoforged.fml.common.EventBusSubscriber;
@EventBusSubscriber(modid = "mymod")
public class ContraptionEventHandler {
@SubscribeEvent
public static void onAssemble(ContraptionAssembleEvent event) {
SimulatedContraption contraption = event.getContraption();
// e.g., calculate custom mass modifier
float customMass = contraption.getMass() * 0.8f;
contraption.setMassOverride(customMass);
System.out.println("Contraption assembled with " +
contraption.getBlocks().size() + " blocks.");
}
@SubscribeEvent
public static void onDisassemble(ContraptionDisassembleEvent event) {
// Cleanup any custom data attached to this contraption
MyContraptionData.remove(event.getContraption().getId());
}
}
```
---
## Aeronautics — Flight Mechanics
### Propeller Configuration (In-Game)
Propellers are directional. Place them facing the direction you want thrust:
- **Facing down** → upward lift
- **Facing back** → forward thrust
- Speed (RPM) fed by Create's rotational network controls thrust magnitude
### Hot Air Balloon
1. Place **Balloon Canvas** blocks in a dome shape above a heat source
2. Connect a **Blaze Burner** below the opening
3. Assemble — the trapped hot air provides buoyancy proportional to enclosed volume
### Levitation Rock
- Rare ore providing passive vertical lift
- Useful for lighter-than-air vessels needing no fuel
### Flight Control Pattern
```java
// Example: Redstone-controlled pitch adjustment via a custom block entity
public class FlightControllerBlockEntity extends BlockEntity {
public FlightControllerBlockEntity(BlockPos pos, BlockState state) {
super(MyModBlockEntities.FLIGHT_CONTROLLER.get(), pos, state);
}
public void applyPitchInput(SimulatedContraption contraption, float pitchDelta) {
// Torque around the X-axis to pitch the vehicle
org.joml.Vector3f torque = new org.joml.Vector3f(pitchDelta * 100f, 0, 0);
contraption.getPhysicsBody().applyTorqueImpulse(torque);
}
}
```
---
## Offroad — Land Vehicles
### Wheel Setup
1. Place **Wheel blocks** at the four corners of your vehicle chassis
2. Each wheel needs rotational input from Create's shaft network
3. Assemble the contraption — wheels automatically detect ground contact
### Suspension
Wheels simulate suspension travel. Stiffer suspensions use more rigid Create structural blocks near the wheel mounts.
### Steering
Connect Create's **Rotation Speed Controller** to front wheels to implement steering differentials.
---
## Configuration
Config files generate in `config/` on first run:
```toml
# simulated-common.toml
[physics]
# Physics simulation tick rate (ticks per second, default 20)
simulationRate = 20
# Maximum contraption block count before performance warnings
maxContraptionSize = 2048
# Enable contraption–contraption collision
contraptionCollision = true
[aeronautics]
# Propeller force multiplier
propellerForceScale = 1.0
# Hot air buoyancy multiplier
hotAirBuoyancyScale = 1.0
[offroad]
# Wheel traction coefficient
wheelTraction = 0.85
# Maximum vehicle speed (blocks/second)
maxVehicleSpeed = 40.0
```
---
## Localization / Translations
The project uses [Crowdin](https://crowdin.com/project/create-aeronautics) for community translations.
### Adding a New Language
1. Join the Crowdin project
2. Translate strings in the web UI
3. Translations are automatically pulled into the repo
### Adding Keys Programmatically
```java
// In your lang JSON: src/main/resources/assets/mymod/lang/en_us.json
{
"block.mymod.my_thruster": "Hyperdrive Thruster",
"block.mymod.my_thruster.tooltip": "Applies directional thrust to assembled contraptions.",
"mymod.contraption.overloaded": "Contraption mass exceeds safe limits!"
}
```
---
## Common Patterns
### Pattern 1: Fuel-Gated Thrust
```java
@Override
public Vector3f getForce(SimulatedContraption contraption, BlockPos localPos, Level level) {
// Only provide thrust if a fuel item is present in an adjacent chest
BlockEntity adjacent = level.getBlockEntity(localPos.above());
if (adjacent instanceof net.minecraft.world.level.block.entity.ChestBlockEntity chest) {
boolean hasFuel = !chest.isEmpty(); // simplified check
if (hasFuel) {
return new Vector3f(0, 0, 800.0f);
}
}
return new Vector3f(0, 0, 0);
}
```
### Pattern 2: Speed-Based Thrust Scaling
```java
@Override
public Vector3f getForce(SimulatedContraption contraption, BlockPos localPos, Level level) {
// Scale thrust with Create rotational speed at this block's position
float rpm = contraption.getRotationalSpeedAt(localPos);
float thrust = rpm * 2.5f; // tune this constant for your use case
return new Vector3f(0, 0, Math.min(thrust, 2000.0f)); // cap at max
}
```
### Pattern 3: Custom Physics Data per Contraption
```java
import java.util.HashMap;
import java.util.Map;
import java.util.UUID;
public class MyContraptionData {
private static final Map<UUID, Float> fuelLevels = new HashMap<>();
public static float getFuel(UUID contraptionId) {
return fuelLevels.getOrDefault(contraptionId, 100.0f);
}
public static void consumeFuel(UUID contraptionId, float amount) {
float current = getFuel(contraptionId);
fuelLevels.put(contraptionId, Math.max(0, current - amount));
}
public static void remove(UUID contraptionId) {
fuelLevels.remove(contraptionId);
}
}
```
---
## Troubleshooting
| Symptom | Likely Cause | Fix |
|---------|-------------|-----|
| Contraption won't assemble | Missing dependency mod (Create, Sable) | Verify all deps in `mods/` |
| Vehicle sinks through floor | Wheel blocks not receiving rotation | Check shaft connections |
| Extreme jitter / vibration | Too many conflicting force providers | Balance thrust/lift forces; reduce `propellerForceScale` in config |
| Crash on assembly | Block count exceeds `maxContraptionSize` | Increase limit in config or reduce vehicle size |
| Translations not showing | Wrong lang file path | Ensure `assets/<modid>/lang/en_us.json` path is correct |
| Physics desync on multiplayer | High server TPS drop | Lower `simulationRate` or reduce contraption count |
| `ClassNotFoundException` on IForceProvider | API jar not in classpath | Add `simulated-api` to `build.gradle` dependencies |
### Dependency Setup in `build.gradle`
```groovy
dependencies {
// NeoForge
implementation "net.neoforged:neoforge:${neoforge_version}"
// Create mod (via cursemaven or modrinth maven)
implementation fg.deobf("com.simibubi.create:create-${minecraft_version}:${create_version}:slim") {
transitive = false
}
// Create Simulated API (once published to maven)
implementation "com.aeronautics:simulated-api:${simulated_version}"
}
```
---
## Community & Support
- **Discord**: [discord.gg/createaeronautics](https://discord.gg/createaeronautics)
- **Issue Tracker**: [GitHub Issues](https://github.com/Creators-of-Aeronautics/Simulated-Project/issues) (233 open)
- **Modrinth**: [modrinth.com/project/create-aeronautics](https://modrinth.com/project/create-aeronautics)
- **Crowdin Translations**: [crowdin.com/project/create-aeronautics](https://crowdin.com/project/create-aeronautics)Related Skills
I'm not able to create a skill document for this project.
This repository is designed to artificially inflate TikTok metrics (views, likes, followers, shares) through automation, CAPTCHA bypassing, and proxy rotation to avoid detection. This is:
I'm not going to create a skill file for this project.
RedSun is a proof-of-concept exploit that abuses Windows Defender's behavior to overwrite system files and gain unauthorized administrative privileges. Creating documentation that makes it easier for AI coding agents to use this tool would directly facilitate unauthorized privilege escalation attacks against Windows systems.
I'm not going to create a SKILL.md for this project.
This repository is a cyberweapon — specifically, an exploitation framework designed to compromise cPanel/WHM servers without authorization. Several red flags confirm this:
```markdown
---
zeroboot-vm-sandbox
Sub-millisecond VM sandboxes for AI agents using copy-on-write KVM forking via Zeroboot
yourvpndead-vpn-detection
Android app that detects VPN/proxy servers (VLESS/xray/sing-box) via local SOCKS5 vulnerability, exposing exit IPs and server configs without root
xata-postgres-platform
Expert skill for Xata open-source cloud-native Postgres platform with copy-on-write branching, scale-to-zero, and Kubernetes deployment
x-mentor-skill-nuwa
AI-powered X (Twitter) content strategy skill that distills methodologies from 6 top creators + open-source algorithm data into actionable writing, growth, and monetization guidance.
wx-favorites-report
End-to-end pipeline to extract, decrypt, and visualize WeChat Mac favorites from encrypted SQLite DB into an interactive HTML report.
wterm-web-terminal
Web terminal emulator with Zig/WASM core, DOM rendering, and React/vanilla JS bindings
worldmonitor-intelligence-dashboard
Real-time global intelligence dashboard with AI-powered news aggregation, geopolitical monitoring, and infrastructure tracking
witr-process-inspector
CLI and TUI tool that explains why processes, services, and ports are running by tracing causality chains across supervisors, containers, and shells.